Known issues:
- Some missing details in Marder interior
- Localization only english and german, all other languages display english names
- Thermal vision always starts in black/white after changing the polarity once it has the correct color

Changelog:
Version 1.4.85
- Added Gepard 1A2
- Added all wreck models, they can be found under "empty->wrecks->Redd'n'Tank Wrecks"
- Added empty Milan tube, can be found under "empty->things->objects"
- Readded static Milan
- Readded Milan to Marder and Fuchs
- Changed static Milan model and Marder Milan model to Tanks model
- Fixed "Fix GetIn Bug" user action radius was 25 meters, now its 5 meters
Version 1.3.79
- Added some Tank DLC config stuff
- Added distance LODs to Fuchs interior
- Added the "Fix GetIn Bug" user action, so you can now manually unlock the positions which sometimes wouldn't unlock and you cannot enter e.g. Fuchs co-driver anymore
- Added second Animation for Wiesel MK20 commander, now he can switch between a low and a high turned out animation (Low is default)
- Changed RSC UI optics for all vehicles and weapons
- Changed Fuchs "Commander Hatch" is now called "Middle Hatch"
- Changed Marder and Wiesel MK20 turret rotating speed
- Changed new radio model in Fuchs interior
- Tweaked Marder, Wiesel TOW and Wiesel MK20 PhysX
- Tweaked all soundshader
- Tweaked some selection names and removed unnecessary config entries
- Removed Milan on Marder and Fuchs, due to a change in the engine it is not possible to aim with the missile if they are not part of the main turret (Will be fixed by BI)
- Removed static Milan due to an issue with the model.cfg for the backpacks
Version 1.3.66
- Fixed broken Main pbo BI Key
- Fixed broken static Milan backpacks
Version 1.3.64
- Fixed broken FFV positions
- Fixed Marder broken sandbags
Version 1.3.62
- Added Wiesel 1A4 MK20
- Added ACRE2 SEM90 Rack with two SEM70 to all vehicles
- Added support for virtual garage to all vehicles
- Added new optics for all weapons
- Changed all optics and separated day and night vision from thermal vision
- Changed MG3 250 rounds magazine to 120 rounds
- Changed Wiesel TOW now has 6 shots
- Changed Wiesel interior engine sound
- Changed reload animation for all Milan weapons
- Fixed Wiesel TOW can now be slingloaded again
- Cleaned all configs from unnecessary entries
Version 1.2.51
- Fixed Wiesel can now be dropped via parachute from ViV-transport
Version 1.2.50
- Added Wiesel 1A2 TOW
- Changed Milan tube backpack now carries the ammo for static milan
- Fixed MG3 soundshader
- Fixed MK20 soundshader
- Fixed Milan soundshader
- Fixed error in Fuchs stringtable.xml
- Fixed spelling mistake in Static Milan memorypoints "pos_gunner" and "pos_gunner_dir"
Version 1.1.44
- Added simple thermal texture to Fuchs 1A4
- Removed the function to force players to open doors and hatches manually before entering a vehicle for all vehicles. Seats are no longer locked.
User actions to open doors or hatches are still available, so you can decide by yourself if you want to open a door first or enter a vehicle vanilla style.
- Fixed Marder can now be refueled via ACE3
- Tweaked B.O. lights for all vehicles
- Tweaked some animations
Version 1.1.38
- Addes Fuchs 1A4 Infantry Group-Milan
- Addes Fuchs 1A4 Medic Vehicle
- Added a function to let players only enter vehicles if the doors/hatches are open (player has to open doors/hatches manually. Changing seats inside while doors are closed is no longer possible)
- Added Fuchs mountable rotating beacon (Commander can assemble and disassemble while turned out, Driver and Co-Driver can turn on and off)
- Added Marder "EngineMOI" PhysX parameter
- Fixed, set launching positions for Marder smokegrenades on the correct position
- Removed stabilization for Marder maingun
- Changed, MG3 closeShot sound
- Changed german displayname "Beschussschild" -> "Beschussklappe"
- Changed position for Marder gunner to enter the vehicle to the rear ramp (rear ramp has to be open for entering)
- Tweaked Fuchs Gearbox so it will not stuck at 30 km/h at normal acceleration (W)
- Tweaked Marder Gearbox a bit
- Tweaked Marder engine parameters a bit
Version 1.1.25
- Added Fuchs 1A4 Infantry Group
- Added Fuchs 1A4 Engineer Group
- Added new PhysX parameters to Marder
- Added some MG3 mid and distance sounds from BW-Mod (Thanks to Ironie)
- Added 500 rounds MG3 magazines
- Fixed Marder tracks can now be repaired via ACE3
- Changed, Marder maingun is now stabilized in all axes
- Changed, Marder countermeasures moved to commander
- Changed the spelling of all folders to lower case
- Changed MG3 tracercount
- Changed Redd_smokeLauncher.sqf so it will work for vehicles without turrets
- Changed SoundShaders for MG3
- Tweaked Marder engine parameters
Version 1.0.14
- Added new Redd'n'Tank logo
- Added Marder Drivewheel animation
- Fixed issue where choosing 2nd company shows the letter 1
- Tweaked Marder Geo LOD, GeoPhysX LOD...again, tell me if it still flips
Version 1.0.10
- Added simple thermal texture to Marder 1A5
- Changed order for all optics to, "Normal" -> "NVG" -> "TI"
- Changed materials for glass
- Tweaked Geo LOD, GeoPhysX LOD and FireGeo LOD a bit
- Tweaked PhysX.hpp now it should drive much more smoother and flips less
Version 1.0.5
- Fixed issue where crew can get killed by small arms from outside of the vehicles, now it is possible to shoot or throw grenades through the rearramp
- Fixed missing modelpart
- Fixed missing track animation
Version 1.0.2
- Added strings for Marder 1A5 Eden attributes in stringtable.xml
- Fixed some commander animation issues

Thanks:
- Thanks to T4nk for joining me
- Thanks to Tactical Training Team and TF47 for testing and support
- Thanks to Schubert for all background informations
- Thanks to Pazuzu for original Fuchs config
- Thanks to commy2 for smoke launcher script
- Thanks to Ironie for MG3 sounds
- Thanks to Nobilis for help with support for virtual garage
- Thanks to Golani for promo shots
- Last but not least, thanks to my wife and my daughter for giving me the time to do all this stuff